The Harrowed Halls of Duhn Korinth

nothing to see move along

Thovar’s Journal:
lost in time in this hole of a kaer, the dramatic exit the last circle will have just when the city above believes all hope is lost and the mighty adventurers have fallen will solidify our legendary exploits in the minds and history of Korinth
we’ve all healed up, Baelthazon gave use healing salves to expedite our recovery. and we are beginning our journey to slay Agea. she has the first piece of the horror, and I have Baelthazon’s horn it should get us in position to launch a deadly strike, but first we must find her weakness.OMG A WHOLEWEEK!!! I’m so bored, I found a dwarf of baelthazon’s who can teach me to swing my weapons faster, and get a second swing in the time I’me usually taking one. but not enough time to learn I’m picking up the basics though. soon I’ll be twice as deadly! if only I could find a shield then I could give them the old one two.
bored bored bored!!
just so you know young adventurer in the library of throal when you are reading this. the write Thovar Stonefire was BOREDOUT OF HISMIND!

not done with the duhn of horrors

I woke bruised and battered all over, the roadmap of pain that covers my flesh telling the struggle that is my life open for all to see. how long was I out, how long was it they could see, the scars and mangled flesh that resembles a dwarven body uncovered by robes and armor, such is my life. constant struggle, constant battle, the unending war for the crown.
my companions have seen it now, the impossible struggle at the hands of namegivers not tainted by horrors. I know more than most the need to have companions you can trust. friends, those who if you fall in battle protecting them will do everything possible to ensure you leave the battlefield. even if it means trading all your possessions for your life.
I woke in the lair of a dragon, we apparently are in a kaer of a horror who is powerful and tricky enough to find, capture, and imprison, a dragon. after talking to him it appears that Hrothgeddain TrueFire is not all that is claimed. a puppet of the horror, a tool to enliven the dwarves to a cause that is false. whether or not he holds claim to the throne matters not. he is tainted beyond recovery and slaying the horror to free the people of scytha is what matters. I doubt anyone here knows the location of the crown now. but we’ve missed the window of exit from the duhn, and the dragon appears to speak the truth. he’s agreed to take us out of here if I help him to trap the horror, he didn’t say “kill, or slay” but from our conversation it appears that alone is probably impossible, so the best chance is to trap it by finding all its parts.
he gave me a piece of his horn to “prove” to the daughters of Agea that I have slain him. a gift.
Baelthazon either knows skyraiders or sees the freedom of my spirit and did not insult me by attempting to ask for loyalty. I hope that allies can be made of dragons…
perhaps he knows the honor of words, or perhaps he has grown apathetic with half a millenia of imprisonment. either way we have agreed to work together to take the horror down.
Tianna looks pretty banged up, maybe a sprained wrist, she’s been favoring her arm pretty well. but nothing major.
not like netherwind. Netherwind doesn’t look so good his shoulder is out of place, the left side of his head looks numb. he can’t raise his arm he keeps it curled in and winces whenever he reaches for anything, or the slightest bump. he’s the worst off but you have to give him credit for sacrificing his health to make sure we survived. renny is just as banged up as usual. but he’s always kinda sickly so its hard to tell where he’s injured or just clumsy.
those cadavermen broke my rib I’ll be fine in a week, that’s what I get for grabbing a hold of all of them to make sure netherwind got to secure our safety.
The hand came out of his staff. I think if we broke his staff the hand wouldn’t give us much trouble at all, OMG the bell, how could I have forgotten about the bell, if we have to fight that guy again. someone will have to make sure he doesn’t ring the bell. I might be able to sever the chain. but perhaps grabbing it and throwing him around would be better, he can’t cast any spells if rok is slinging him into the walls.
Rok let me borrow a massive battleaxe, he seemed a bit surprised at how well I handled it after he gave it to me, perhaps there is some trick to it I just naturally picked up? I owe him one for rescuing my storm armor from the enemy. we’ll need to go raiding to secure some more provisions after having lost alot of our supplies.
I must have been out for a long time, boy am I hungry

talk to the hand

the darkness calls, forshadowing that I was “lost” in a seemingly straight hallway, now I am lost without companions without the only thing I trusted. the storm calls to me, I hear it still telling me to get up, chiding me that my legend has not yet been written into the library of throal immortalized for ages to come, insulted that I should be apart.
in my dream the failure repeats over and over again, “stick to the plan I said, we can make this out if we stick to the plan.” but he had to go and charge in without thinking.
I told him they all wear masks, and we find the ONLY thing down here not wearing a mask, and instead of thinking he’s not bound to their rules perhaps he might not attack us, our fearless scout decides its just a dorf I can take him. ashamed I thought for a moment to shut the door on him, a life of shame is not better than an honorable death.
just have to remember he’s not been out in the real world very long he’ll come around soon enough.
I can hear her voice calling not yet young hero perhaps it is not my time to fall afterall,
my strength returns,
guide me through the darkness my senses betray me…

the architecture of this horror tainted tomb is maddening, a pathway changes, a passage that appears to be a straight hallway, leads you to separate. as if there is a mind behind every wall, whispers within every smell. I swear I can “hear” directions. it does not appear that my companions have noticed the effects of this pandorum, I hopefully they have not succumbed to the taint of the horrors running this place. I have struck a bargain with the inhabitants, they will locate the needle in the haystack that we are searching for, and in turn we must kill the leader of one of the cults. while on our quest the sisters will not harm us, renny expressed that he will not honor the oath, and I fear that he is no longer under my protection as a result. at least they pointed us in the right direction, which was more than we had before… I am quickly losing my bearings, I have never been surrounded by so much danger, it is an enlivening prospect, but what I am searching for may not be down here…fluffy bunnies why is there a pit of sand at the entrance, how far down does it go? why was the entrance not guarded, surely if they didn’t want visitors they would prevent anyone from entering… the key, the crown…

I awoke to what can only be described as a nightmare realized. Screams pierced the night air. Danger was near enough that the sound of it scaled the walls and came through the windows of the inn. I had left a candle burning with a promise to honor my fallen brother with the ritual that his death deserved as soon as I could find the opportunity. I ran into the hallway to alert the members of the party who had not already appeared.

What happened next is hazy. We made it as far as the marketplace when something dark and unnatural occurred. The world stopped and sped up almost simultaneously. My legs felt as if I were trying to run through a swamp, movement became impossible. Then darkness.

I awoke on a road in what I recognized in the city. The screams were louder. The dwarves of the city were being set upon by gnashers and cadaver men. I had only heard of these creatures in tales. The stories did no justice to the pure evil that I witnessed. I saw no one from the party. From the roof, I saw the dwarves being annihalated. Before I could act, I was set upon by a gargoyle. My aim was true, but my arrow shattered, dealing minute damage. I scrambled down knowning that survival was more prudent than victory. To my shame, I failed to save a dwarf in order to save myself.

I managed to guide one of the dwarves away. He shouted that we needed to go to the barracks. Heeding him, we ran until we nearly collided with Remy. He had encountered and weakened the cadaver man that had set upon him. I was able to finish the creature off. Evidently, to his chagrin. (An example of why human behavior continues to intrigue me) We set off in the direction of the barracks and were allowed entry with the townfolk.

My brother is gone. I feel sorrow. But my emotions are nothing to what I see in the barracks. These dwarves watched their families eviscerated and consumed. I see the hurt and the loss. I continue to look. I want to see rage. I want to see a thirst for vengeance. I don’t. I hope that I will.

Upon knowing it’s safe, we seek out the member’s of our party. The obsidimen, I was told, was in search of his weapon. Oaf. Netherwind and Thovar were safe and attempting to remove Thovar’s weapon from the stone street. They managed to save three of the dwarves. I don’t trust them, but I sense some honor in their actions.

The events of last night have made me realize that at the age of 62, I am very much still a child. I will seek out training. I will not be unprepared as I was last night.

the stone, it just came alive and took them.

King’s log day:465

It has been far too long since I was resting in a bed, too soon was my dreams almost ready to show and then the revelation hit me. “he’s working for HIM!” I can’t let the plan succeed I must somehow find what they are looking for and hide it from getting back to him. I shall use his own device against his perpetual insistence on killing me.

Screams coming from the city, of course my first instinct is to help, but then the bed calls back to me. We are in a town they have guards to help with this sort of thing, prolly nothing more than a building caught on fire, well it can’t hurt to go poke my face and offer to help. as I was putting on my armor, I still don’t go anywhere without it… they make fun of me sometimes but I keep reminding them if they had it then they’d do the same.

(BANGBANGBANG) “get up ya lazy bugger!” her voice was shrill and rocked me the rest of the way awake. that elf the archer. I don’t know why I didn’t respond but I sat in silence getting my armor ready for battle. before continuing out.

Everything is a bit fuzzy after that. when I finally came to my senses I was alone and duty called. a dwarf cowering in fear alone within my sight, and the hero within took over. I’ve never fought these things before but they were all teeth. I thought with the non adepts around it would be best to keep moving. I grabbed the dwarf and told her to keep close, I’ve done this before. using my body as a shield from the cadavermen I protected her until she could burst through the foliage. but surprise surprise, there was more horrors there. I ran around grabbing everyone I could. the forge was a good building to go to, but as i glanced behind me there were too many gnashers to be able to get anyone inside to open the door. so we ran. I’m going to invent a sport that capitalizes on runing by and knocking people down, “dwarfball” yeah yeah. sounds catchy.
at least I could save 2 innocents. I lost another, a gargoyle was flying off with him and I only had 1 shot. I fear the horrible things they will do to that poor soul, we must go in to the duhn and put him out of his misery.

The guards have their skin pulled taught back as if they’ve been rotting away for a while this leads me more to my conclusion that the captain is the evil of the kaer, or perhaps still being manipulated by it.

None of the masks seen from living or dead dwarves are anything other than the faction of the mask of ithon, curious if there’s 4 factions, where are the other masks.

We need to get into the kaer, I need to ask the loremaster if the weaponsmiths in the town can do anything with my weapons to help in the coming battles, or adding something to my shield to let me catch my enemies weapons in it, disarming them or breaking the weapon.

More thoughts tomorrow, as always I hope that I live long enough to tell you my travels myself children, and you don’t have to just read this journal.

"The horrors erupted from the very earth I say."

Game Synopsis

During the night, the town is besieged by horrors. Reluctantly, the party investigates. Amidst the chaos, the party is separated and must fight their way back to each other. None the worse for wear, Thovar manages to save two villagers and the party begins to understand the extent of the corruption.

The Last Circle...wasn't last.

Tianna and Thovar arrived in the market square, innocent tianna marveling at the number of merchants and their wares, Thovar sticking close to his friend watching for cutpurses and those who would make off with their meager coin. and of course as fate would have it they found one.

“what are you doing here?” the thief’s standard accusitory tone belying his true intentions. before tianna could give away their reasons for being so far north thovar spoke as if to answer the question. “…and Renny you are looking good, life’s been grand since you left the circle. what brings you to cross paths with destiney?”

a gleeming glint of mischeif in the thief’s eye, “well funny you should mention, meet me in the bar around the corner.”

tianna excited to hear stories of her old friend’s exploits.

entering the bar Thovar shrugs his cloak back revealing the lightning dancing around his armor, sizing up the nonreaction of the inhabitants, hoping it is more not caring than not noticing.

“Hoi Rok!” seeing an old friend who spilled blood in battle together both their own and enemies. looking casually around and peering down in embarrassment at the dwarf striding toward him, tianna broke the ice with tales of adventurous conversation. Thovar taking the time everyone else was vying for conversation to chat with Galea showing a few new trophies and sliding her an old small tome under the table, “…nothing of value but you might like it reading.”

Renny then took command of the conversation at the friendly accusation of his attempts to take the party treasury, by slapping a gold piece to the table. “for all debts i owe, consider them paid.” he continued to tell a tale of a mask of power that once belonged to the dwarf Ithon the Demolisher. Known for razing entire towns during the Breaking of the Scythan Nation. knowing the name it appears the dwarves of the kaer are descendants. almost as if he wasn’t listening, thovar spoke after renny had finished his story. “hey! its a sign the threads of fate have woven us together the only thing that would make this an unrefusable epic is if netherwind was here!” as if on cue the doors to the bar swung open wide and a gust of wind sifted dust from outside. in slow motion the table encompassing the last, of the last circle turned to view the stranger in the doorway. silence befalling the tavern. lifting her cowl back the stranger in the doorway showed herself to be an elf, and not netherwind.

the group continued to discuss and eventually the elf calle rok out, revealing herself as the sister of their fallen comrad SHORTYMCKRAKEN. a short battle of words and the short but heartfelt words of the elementalist tianna calmed the elf to trust the group as shorty had…well…perhaps just trusting they were telling teh truth. an agreement to investigate the kaer… and talk to the guards.

a quick visit to the loremaster, and as fate would have it the loremaster talking to none other than netherwind. the fates brought them together, some will fall some will rise. but destiney has her way.

Synopsis

Having rested, the party tries again to enter the domain of the sand stalkers. Trying outsmart them, the groups up in twos and traverses the sand in separate directions. At first, they try to move at different times, luring the constructs toward them before stopping and allowing the others to move. The stalks soon learn the trick and focus their attacks on Cassius and Galea. Lee and Nadroj, rush to help, but the group discover the stalkers are too well protected and must retreat. Deciding to rest near the Kaers entrance, the group is surprised when the kaer doors open again and the Loremaster is waiting to greet them. The group decides to rest for five weeks, before returning to the kaer.

At the urgings of the Loremaster, the group re-enters the kaer and proceeds to the sand pit with the crawlers. Lee, having watched the foul beasts in combat, discover that the stalkers are most vulnerable when they spring out of the sand to attack. Relaying the information to the others, they soon coordinate their attacks as the creatures attack. They make short work of one sand stalkers and the other flees to the safety of the sand. Searching the room, they find a stone block in the center of the room. It vaguely reminds them of an alter with various items on top. Taking the items that look useful, the group delves deeper into the kaer.

Deeper into Metura, the walls become smoother, as if worked by dwarven hands.

Synopsis

Nodraj, Rok, Galea, and the two surviving Scythan guards, head into the nearby woods to elude any predators attracted by the fallen warriors. After a short rest and a long discussion, the group heads towards Sturnheim to find Cassius and Lee. Finding the village deserted, the follow the tracks of a large group heading east out of the village. Lee and Cassius decide to head west back towards Matura and wait there for their friends. Nodraj, Rok, and Galea follow the tracks for a roughly four days before discovering the group is captured by slavers. They manage to catch up to the slavers while they are loading the captives onto a Theran airship. Disliking the odds in favor of the slavers and Therans, the group decided to head back towards Metura.

The party is united again in Metura. The part rests a night, purchases some supplies and heads into Kaer Matura. The loremaster with two of his apprentices perform the ritual of opening under the watchful gaze of a dozen gaurds. Once opened, the group is rushed into the kaer and the Loremaster begins the ritual to re-seal the Kaer. Looking back out the door one last time, Cassius, Lee, Rok, Nadroj, and Galea watch the sun disappear behind the black obsidian door; then they are enveloped by the darkness of Kaer Matura.

Once inside, the group find breaks out their light stones and find two ladders descending down through two holes in the ground. The ladders are bronze and surprisingly strong, but Rok’s weight, even alone, cause the ladder to bend greatly. At the bottom of the ladder, the group encounters gnarshers. After dispatching the hnasher, they decided to rest a couple days above. After searching the room, the discover a hallway that leads through a number of pre-sprung traps and ends in two large ornate Bronze doors. Behind the doors are more gnashers and pit traversed with a make shift wooden bridge. After dealing with the gnashers, the party tries to find a way for Rok to cross the pit, but eventually decide to cross the pit without the obsidian warrior.

On the other side of the pit, the group finds stairs that lead down and end in a room filled with sand. Stepping onto the sand, the group discovers that the place is guarded by sand stalkers. After a quick fight, Cassius falls and the party retreats to where Rok is waiting. Resting so the Cassius can heal, the group ponders their next move.

Items Gained:

None

Legend Points

Game Synopsis

Wrestling through the crowd, Cassius asks the dwarf about Sturmheim’s plight. The dwarf retells the events of the attack on Sturmheim by the ork scorchers of the Steel Viper Clan. The skorchers, aided by the human brigands that had been harassing Sturmheim for some length, stormed the village in the waning light of the setting sun two days ago. The dwarf militia formed a defensive perimeter near the center of town, but the orks circled the outer edge of town, setting the many abandoned buildings on fire. When the town was fully ablaze, the skorchers charged in, easily slaying the townsfolk that were desperately fighting the fire. Unable to fight both the fire and the skorchers, the townsfolk retreated to the Inn of the Dancing Dragon. Knowing they could not last against the skorchers and brigands, ten dwarves volunteered to seek aid from a nearby village.

The dwarves broke up into two groups, one heading north and one heading south. The dwarves rode hard out of Sturmheim and were beset by skorchers the entire time they rode. The five dwarves rode hard for two days with out sleep, walking their horses at night to keep the from going lame. Of the five that left south, only two made it to Metura; one does not look like he will last the night.

Enraged, Cassius is determined to return to Sturmheim and free the villagers. Disregarding his companions’ pleas to assess the situation rationally, Cassius hastened to the Foundation Stone demanding any able-bodied adepts to assist him in freeing Sturmheim. When none step forward, Cassius spits in disgust, turns, and leaves. Seeking Tenkar Stoneshield, the captain of Metura’s Guards, Cassius requests any assistance the town can muster; Cassius is surprised when Stoneshield agrees to send twenty Scythan guards.

Deciding haste is the best option, the group leaves almost immediately. Their elation is short lived when they realize that the Scythan guard are ponderously slow. Cassius begins to worry that this will delay them too much and he decides to go ahead of the troupe with Lee and Galea. Leaving Rok and Nadroj with the Scythan guards, the trio advances towards Sturmheim post haste.

Arriving at the edge of Sturmheim after three days of hard marching, the trio spies the ork scorchers riding patrols around the village. They watch as one of the patrols drags a dwarf to the edge of town, thrust a dagger into his chest twice and ride off. The wounded dwarf, tries valiantly to return to the last standing building in the center of town, but each subsequent patrol rides past, taking a swing at the injured dwarf. The dwarf pushes himself until one of the skorchers lands a fatal blow and the dwarf crumples to the dirt and ash.

Cassius realizes that these skorchers are the same orks that waylaid him, stealing his belongings, and leaving him to die before he met up with Lee. Seeking a closer look at the the ork encampment, the trio cautiously move closer. Distracted Lee does not realize that the orks can see him; a band of five orks spur their mounts in the trios directions before his companions can tell Lee to get down. Rather than allow his friends to be discovered, Lee runs off into a small wooded area, where the skorchers have to dismount in order to fight him. While none of these skorcher would be any match for Lee, the five together are able overpower the Lee and knock him unconscious.

With Lee captured by the skorchers, Cassius waits until nightfall to try and reach the villagers. After Cassius informs Galea to seek Nodraj, Rok, and the Scythan dwarves should he not return, Cassius creeps through the night like a hunting skeorx. Halfway to the Inn, Cassius notices a pair of disembodied eyes intently staring at him a few feet away. Backing away and raising his pollaxe in defense, the skorcher camp ignites into activity. Fearing he has been discovered, Cassius sprints for the cover the night away from town; a group of skorchers blaze out of camp not long after. Cassius uses the cover of night to his advantage, changing his course every few hundred yards to throw off his pursuers. The skorchers seem unaffected by the dark and quickly run down the lone warrior. Fighting like a cornered lion, Cassius manages to end the life of one of the vile vipers before succumbing to the superior numbers assailing him.

Waking the next morning, Cassius and Lee find themselves tied in the skorcher encampment. Discussing their plight, Lee sets upon a plan of escape. He quickly unties himself and Cassius and, with no better options, he rushed his ork captors. Cassius follows suit, but in their weakened condition, they are easily overpowered. Lee wastes no time in taunting the the orks until he knocked unconscious again. As the orks are deciding what to do with the two humans, the sound of a Brithan horn splits the air. Looking to the south-west, the orks quickly mount up and head towards the call. The Brigands also start breaking camp and heading towards the sound.

Left with only a single ork to guard them, Cassius and Lee, having now regained consciousness, launch another attack on their captor. The single ork tries half-heartedly to subdue the two warriors before leaving to join his clansmen in battle. Once free of their bindings, the two quickly search the camp before setting it on fire. They find the remaining villagers fortified in the Inn of the Dancing Dragon. After telling Valdar of recent events, the captain of the gaurd decides to use the distraction to get the villagers away from Sturmheim. The villagers provide the two with some equipment and Valdar loans his family sword to Cassius.

Cassius and Lee hasten to the battle sight, but find the conflict well over by the time they arrive. The slain bodies of orks, humans, and dwarves litter the field and there is no clear victor in this battle. The two search the bodies, but do not find Nadroj, Rok, or Galea. Cassius finds their equipment on a slain horse and the two ponder their next move…

Game Synopsis

Having recently joined the Lore Guild, Galea uses the Homunculus Book the party found in Parlainth to convince Loremaster Seekingstone meet with the party. The two arrive just after breakfast and the party has assembled in the main area of the Arcane Star. Nadroj explains to the Loremaster the groups desire to enter the kaer and explains the benefit to the town by letting them do so. The Loremaster, impressed by Nadroj’s explanation, entails his interest in the Kaer.

“I have found through my research and inquiries of the Scythan guards that have escaped the kaer, that there is a rare tome of dwarf history. This tome is hidden in the kaer, near a shrine to Garlan. It is hidden by a false stone in the wall and I do not believe it has been found. I need you to recover that book for me.”

Nadroj almost agrees to the terms, but Lee interrupts insulting the Loremaster and demanding payment for the group’s service. Indignant at Lee’s butchering of his title, the Loremaster stands intent on leaving the meeting. Nadroj quickly smooths the conversation over while Cassius unceremoniously ends Lee’s negotiations of payment. Galea’s hand on the Loremaster’s arm is a subtle reminder of the ancient text that Loremaster Seekingstone desires to examine. Nadroj is able to assuage the Loremaster and convinces Seekingstone to help equip the party for the journey. While the Loremaster is unable to compel the craft guild or trade guild, the Loremaster supplies the party with a promissory note that allows them to purchase equipment with the intention of paying the merchant back at a future time. With their business concluded, Seekingstone excuses himself. Almost in afterthough, the Loremaster looks back and informs Nadroj that captain Ahzurjoudan of the Brotherhood of Gnorm would like to speak to them if they are going into Kaer Metura.

The party finds Captain Ahzurjoudan at the Foundation Stone. After ordering a round of dwarven stout, Nodraj convinces Ahzurjoudan to give him one of the Gnormite Mask and robe. Ahzurjoudan offers some ‘friendly’ advice on dealing with the kaer inhabitants. A strange girl with close cut pitch black hair, white circles painted around each eye with a thin black line beneath, and patchwork clothing of someone who has been on the trail too long, challenges anyone in the bar to game to a game of Giant’s Feet. The game consists of two people facing off on a log over a refuse pit. Each opponent has their hands tied behind their backs and then they try to dismount each other. The girl offers a large some of money that Lee is unable resist. Unfortunately, Lee soon realizes that he cannot walk straight because of the dwarven stout. Cassius hops up on the log with grace of cat, bowing slightly to his opponent.

“May I have this danc…”

The girl catches Cassius off guard as he makes his witty remark. Cassuis falls into the pit as the girl spins herself free of the log. Agitated, Cassius storms out of the Stone to clean himself off. Lee tries to order another Stout, but passes out halfway to the Bar. Galea takes Lee to a room before seeking some supplies for herself.

The party spends the next day purchasing supplies from the various merchants in town. Most are staple items; the party tries to keep the cost down so it won’t cut to deeply into any treasure they find. On the contrary, Cassius takes the opportunity to purchase a poll-axe and suit of Chain armor. After spending the day equipping themselves the group rests the night before their trip into the Kaer. Upon awaking the next morning, they perform their Karma Rituals. As they perform a last minute inventory of their gear, a commotion arises near the East gate. Whispers of a wounded dwarf from Sturmheim ripple across the crowd; they are soon followed by gasps of scorchers attacks fill the air. It is apparent that the small village is in trouble, but is it too late to send help?

Game Synopsis

After learning of the rumor of a kaer, the groups sets out from yalding in search of Kaer Metura. Heading toward the constellation Floranuus, the party travels for five days before seeing a large black spire jutting over the horizon. Traveling closer, the party discovers the spire surrounded by the stone wall of a dwarfish outpost. The seamless walls of the town stand twenty feet high and are patrolled by Dwarf warriors wearing strange bronze masks of a bearded dwarf.

As they approach the east gate, a large human, apparently one of the town guards, blocks their path and inquires about the party’s identity and intentions. Satisfied with their answers, Tras directs them over to the Revenue Hall by the West Gate. The Revenue Hall is a stone building with spartan decor. Tathik Glodreddi, a Throalic tax collector, inquires to each party members identities, makes a notation in his ledger, and informs each one they are restricted to the Gate Ward with barely a look in the adventurers direction.

Walking through the colorful market in the Gate Ward, the party is surprised to see such a wide array of merchants for such a small town. Although it does not rival the markets in Bartertown, nearly two dozen vendors trade goods with merchants that pass through the Gate Ward. After sampling the market, the group decides to take a rest at the Arcane Star. Owned and operated by elf couple, the Arcane Star caters to traveling spell casters. The proprietor Theiras Nightshade, a tall blonde elf, wears the ornate robes that were common before the Scourge. In contrast, his wife Nemeia dresses black robes of Cathayan silk. Although the clientele and mannerism indicate that they are adepts, the two avoid such inquiries into their characters.
Cassius returns to the Revenue Hall and inquires on visiting the town outside of the Gate Ward. Tathik informs him that only citizens and respected merchants are allowed beyond the Trade Gate to the city proper. A plan forms in Cassius’ mind and he spends his last five silver to purchase five sheets of paper. Rushing back to the Arcane Star Cassius blurts out his plan to create fake treasure maps to sell so they can get into the Trade Ward of the city.

While Cassius was out, another dwarf introduced himself to Galea. The Scythan named Nadroj, now sitting with Galea, interjects that he had plans to visit the kear entrance and they could “accompany him”. Looking forlornly at the five sheets of parchment, Cassius slowly rolls them up and puts them away in the pack. Galea and Cassius accompany Nodraj to the entrance of the kaer, a black spire fifty feet high. The entrance doors are covered in arcane runes leaving no inch of the surface unmarked. Their escort, Thara Silverleaf, informs them that only the Loremaster knows how to open the doors, but it is strictly forbidden.

Screams pierce the air as the group heads back towards the Gate Ward. Purple-robed, bronze mask-wearing dwarfs rush from the black spire grabbing people in the streets and dragging them back towards the entrance of the Kaer. Thara rushes towards the nearest adversary with Cassius and Nodraj following shortly behind. The three easily put the mask wearing dwarf on the defensive with Nodraj delivering a crippling blow. The raid quickly finishes and the dwarf runs back to the Kaer to join his companion. Nodraj throws his sword at the fleeing dwarf as Cassius gives chase. Unwilling to allow the dwarf to escape, Cassius slashes the dwarf from behind causing him to fall into the entrance of the Kaer. His companions pull him in as Cassius watches the doors close a seal the inhabitants inside once again.

In he aftermath, Nodraj finds a bronze drusus that the dwarf dropped; Cassius realizes that Galea cannot be found. Fearing the worst, Cassius begins yelling for his companion. Thara escorts the Nodraj and Cassius back to the Gate Ward, promising to search for their lost friend. Cassius impatiently leaves the town with the intentions of climbing the wall under the cover of darkness. After sunset, the town gates are closed; Cassius and Nodraj find that scaling the walls of the town an impossible task. Stranded outside the walls, the two return to the Arcane Star the next morning. They discover that Galea and Lee are having breakfast and Galea has secured a meeting withe Loremaster. Nodraj discovers the bronze drusus to be unworkable and ruins a set of forge tools borrowed from the general store. Cassius takes time to make himself presentable to the Loremaster.

Items Gained:

Content Not Found: scythan-bronze-drusus

Legend Points Awarded

Surveying the graveyard in the light of day, Cassius and Galea notice scores of undead roving between the tombstones and around the mausoleums. Spying a child running between headstones, Cassius lowers himself from his perch, and old temple that was probably used to perform funeral rights. Galea slides in to the vacant spot and watches Cassius from the saftey of the roof. Cassius darts between the tombstone, mirroring the girls efforts to hide from the cadavermen. Cassius reaches the girl as she stops at the fence to the cemetary. Grabing the girl by her shoulder, Cassius turns the girl around to see that her eyes are solid black. She opens her mouth as if to say something and emits a wail so keen it can be heard for miles. Cassuis, grabbing his ears, backs away unsteadily. The world starts to melt as the keening pushes on his head. The sense of vertigo heightens and Cassius vomits his breakfast on his tabard as he reels backward. Regaining his composure, Cassius notices Galea’s flailing from on top of the temple. Cassius quickly realizes the undead are converging on the young girls keening. Grabing the girl, Cassius hops the fence and starts running back to the camp. The girl fights desparately to free herself, but apparently exhausts herself into unconciousness. Galia and Cassius arrive back at the camp and complate their next step.

Lady Sareetha waits patiently by her horse while Galea relates the event of the morning excursion to Helak. The group breaks bread and takes a short rest. Sareetha spots to travellers coming down the rode and Cassius takes arms in front of the group to inspect the travellers. Recognizing Li and Rok from town, Galea and Cassius greet their old friends with enthusiasm. The reunion is cut short by Sareetha’s scream. The party turns to see the young girl has transformed some deformed mockery of a spider. Crawling backwards on all fours, the girls arms and legs have grown abnormally long and appear to have and extra joint. She easily drags galea backwards with her and a pace only a flying windling could keep up with. Galea notices the unfortunate smile on the creatures face as Cassius sprints to try and save Sareetha.

Game Synopsis

Cassius and Lee arrive at the village of Sturmheim. They immediately notice the large number of abandoned houses in the village. Heading to the Inn of the Dancing the Dragon, Cassius inquires about a room for the night. The tavern portion of the inn is lively and Lee begins drinking as the crowd begins clapping to Helak the troubadour’s playing. Having lost all of his belongings to the ork skorcher tribe known as the Steel Vipers, Cassius leaves the in to investigate the abandoned buildings.

Cassius hears a commotion down an alley and when he investigates, he sees three humans attacking a forth human poorly defending himself with a shield. Cassius calls for the guard, but gets no response. Deciding to act, Cassius charges the three assailants. One of the brigands wrestles the shield away from the man and the trio disperse into the darkness. Cassius tries to follow, but soon looses them to the night.

Returning to the scene, Cassius searches the fallen to find evidence of his assailants. So intent is his investigation that he fails to realize the dwarf villagers until he gasps in suprise:

“Go, seek help, this man has been grievously injured,” says Cassius.

The dwarf sprints from the entrance of the alley way screaming “Murderer!” Cassius shakes his head knowing there are no gaurds to hear him. He finishes searching the body when a throng of people appear at the end of the alley. They are lead by a tall human with raven black hair and a patch over his left eye. He is dressed in well oiled chain and a flambard hanging from a baldric. The warrior eyed cassius with his one good, grey eye and proceeded to inquire about what happened. Attempted to help his friend, Lee interjected whenever possible but his crude comments only managed to raise the warriors ire.

“Listen you, one-eye fu…” Lee only managed to get out part of the sentence before the warrior ordered their arrest. Lee ran rather than be imprisoned, but Cassius, feeling he had done no wrong, acquiesced to the captain of the guard, Valdar. Valdar agrees to talk with Cassius and Cassius learns that Valdar is also Landisian and holds the rank of Knight under King Rollo Redbeard.

Lee attempts to free Cassius, but finds the guards too experienced and is forced to flee. Aggravated, Lee torches some of the abandoned buildings upwind and on the edge of town. Once several of the buildings are aflame, Lee frees Cassius while the guards fight the fire. Cassius, seeing the fire rushes to help the towns people. Lee tries to convince his companion to flee, but gives up when Cassius rushes into a burning building to save a child. Lee disappears into the night, determined to put Sturmheim behind him, while Cassius fights for his life and that of a small child in the blazing inferno of the old district. Cassius manges to force his way clear, but passes out from the smoke and flames. Awaking two days later, Cassius learns that Valdar has cleared him of any accusations and the young dwarf Kegar survived the fire.

Cassius decides to find Lee and leaves Sturnheim. He travels through the day and into the night before running into a creature in the dark. The creature reacts to his movements and Cassius decides to wait it out through the night. Awaking the next morning, Cassius discovers a staijan guarding his fallen rider. Cassius tries to see if he can help the rider, but the staijan attacks him if he steps too close. Wounded, cold, and tired, Cassius abandons the rider to his mount and trudges back to Sturnheim. Resting for another day, Cassius once again heads south towards throal. He spies an espagra that dives at him in hopes of an easy meal. Cassius tries to seek shelter from some nearby trees, but soon learns why espagra are known as the scourge of Barsaive. Wishing he still had his sword, Cassius grabs a stout tree limb to try and fend off the voracious beast. A dwarf rider comes barrelling towards the duo, dismounting in mid-stride and rolling to Cassius aid. Throwing the warrior her extra dwarf sword, the two face off the espagra and soon drive it away. The dwarf introduces herself as Galea, travelling scribe, and her intentions to travel to Sturnheim. Tired and wounded once again, Cassius leaves Lee to his own devices and travels to Sturnheim with his new companion.

Items Gained:

Cuts and Bruises

Legend Points

Group:
300 LP General Roleplaying
-100 LP Instigating trouble with Vladar
-200 LP burning the village and leaving children to burn

Game Synopsis:

Darron finds Tianna and informs her of Roks plight and Netherwinds message. Thovar, researching information in the Grat Library of Throal, encounters Galea training in her discipline, Travelled Scholar. Waiting for her to finish, Thovar explains that Gromms death was accidental. Braxis, looking to start his own band of intrepid adventurers, meets Klaz, a human scout. Intrigued by his style, Braxis offers him equal share in the party’s loot. After some explaining, Braxis, Galea, and Klaz join Thovar and Tianna travel to where Rok, Daku wan, and Netherwind are camped. Reunited once again, the Last Circle begin their trek to Honto.

Passing various villages, the locals in the hinterlands are reluctant to open their doors to strangers. Finally, after three villages, the party is welcomed in the village of Yellowfield. While resting the village is attacked and the party rushes to their aid. After a pitched battle, the party discovers that the attackers are villages from Cherrypit that were attempting to reclaim the pigs that Yellowfield had stolen.

The party decides to leave and continue their journey to Hanto. A couple days out from the village, the party is attacked by adepts. Although skilled, they are out-matched by the Last Circle. Their ork archer Banjazi dies in the battle, and Athlea and Damon are questioned. The party discovers that they art members of the last messengers Charboya hired and their party was killed by the Grim Legion that had placed Hanto under quarantine. Releasing them with some food and equipment, the party continues to Hanto and inquires the reason behind the quarantine. The Legion, having discovered a girl with strange powers, quarantined the village in order to determine if she was horror marked.

The party willfully enters the village and are placed under quarantine. Their items are confescated and they are not allowed to leave. Daku wan and Klaz sneak the group’s items into a storage shed. Braxis and Klaz, unable to make much headway with Grim Legion all about, make the pretense of joining the Grim Legion to fight Horrors. Now free to conduct themselvers without be watch, the two discover that the girl Ardelea, recieved her powers from a cave a few miles from the village. Leaving the village to help some farmers search for a lost pig. Klaz, Daku wan, and Braxis find the cave and discover a talking book named “The Blue Book of Spirits” and a statue of a Dragon. Exiting the cave, the book stops talking and begins to age rapidly in the air and Sunlight. They take the book to Galea, who uses her talent Book Memory to commit the tome to her mind. It is an ardous task that takes three days, but she is able to retain the information. Klaz and Braxis then present the tome to Moltaa, who takes great interest in it. She declares the quarantine lifted and the Last Circle returns to Bartertown with the good news to Charboya.

Items Gained:

Blue Book of Spirits
Dragon Statue
200 Silver (Each)

Legend Points Awarded

Group:

Total: 2400 (300 each)

Individual Awards:

Braxis: 200 LP for RolePlaying

Notes

This session was GM’d by Dalamar. Vinsane played the NPC Braxis for this adventure.

Game Synopsis:

The party come across a group of ogres, and easily dispatches the lumbering brutes. The remaining journey to Bartertown proves boring and mundane. The Last Circle turns towards internal bickering and a playful jest gets out of hand. Rok begins a fist fight with Gromm, who, in retaliation, draws his sword. Steel crosses and the fight finishes with Rok standing over Gromm’s still body. Galea and Braxis disappear in the night and the rest of the trip to the Bartertown is quiet with a heavy air.

Underestimating the size of Bartertown, the party splits up and invariably, looses the rest of the party. Netherwind is approached by the Nethermancer’s Guild where he is a made a unique offer by the guild master, Cranium Doomwraith. He also meets the vivacious Illyanna, a 5th Circle Elf Nethermancer, who takes an eye to Netherwind. Thovar, Tianna , and Drazeus seek accommodations while Rok and Daku wan hunt down a weaponsmith. Unsuccessful in selling the ogre club, Rok and Daku wan settle in for a night of drinking at the Juggling Shadowmant Inn. While there, they encounter their old acquaintance Darron, who informs them that his employer is looking for adepts. Netherwind speaks to the duo before disappearing into the night with Illyanna.

Rok and Daku wan wake the next morning covered in blood. Revealing his predicament, Rok is arrested under suspicion of Horror-possession. Netherwind negotiates a job from Darron’s employer Charboya. Daku wan attempts to storm the gates of Throal trying to find Rok. Illyanna helps Rok escape imprisonment and informs Netherwind of the danger remaining in Bartertown. Netherwind leaves word for the rest of the Last Circle and they wait a days walk outside Bartertown.

Items Gained:

None

Legend Points Awarded

Group:

Game Synopsis:

After some discussion, the party decides to head to Throal to allow Galea some overdue training. Heading west again to circumvent the Throalic Mountains, the party passes through Midland. Redbeard and his entourage have left, leaving the trading post once again boring and uneventful. Turning south the party crosses the Serpent River and the days pass uneventfully to Throal. On one particularly boring afternoon, a group of espagra use the sun on their backs to surprise the party. The fight is over quickly, with one espagra dead and the other two in retreat. Unfortunately, Thovar’s dog is taken by the esagra. Braxis skins the espagra while Rok cooks up espagra stew. The party eats well that day before continuing on their journey.

Items Gained:

100 Silver Script from Heirmon for supplies

Legend Points Awarded

Group:

General Roleplaying award: 200
3 Espagra: 600
Total: 800 (100 each)

Individual Awards:

Game Synopsis:

Traveling East, the party once again passes through Midland. The small trading town is overflowing with followers of Rollo Redbeard, the self proclaimed king of Scythia. The party looks for supplies only to find that most have been acquired by Redbeard’s men. Gromm meets Jade, an ork lady of the night, who is headed to the inn to listen to Redbeard speak. Gromm followers her in and Rok introduces Gromm to Hurlgut. Unable to keep the vile liquid down, Gromm vomits on Jade and makes a loud commotion during Redbeards speech. A large ork in black horse hair armor and proclaiming to be the captain of Redbeard’s guard, escort Gromm out to sober up in a remote corner of the trading post. Rok has to restrain the windling from rushing into certain death as Gromm is carted off. Redbeard speaks of a time of change, the rebirth of the Scythan nation and grand legends to those that can help establish that goal. Speaking with the Last Circle. Rollo hires the party to research ‘The Keepers of Knowledge’ in Throal.

The party only stays long enough for Gromm to come to his senses then continues to Haven. On the way the paryt encounters Jask, a justicar from Karpathis. Arriving at Haven the party delivers the Blood Ivy and informs Heirmon of Takarsis’ exile. Heirmon takes the news with a heavy hearty, he tells them that if they wish to seek him out, Takarsis may have headed to Travar. He gives the party scripts for provisions for the party on their journey to Travar, and informs Rok, the secrets of his trinket. Staying at Loak’s Legacy, the party spends a couple days for some well earned rest before deciding what they should do.

Items Gained:

None

Legend Points Awarded

Group:

Role playing award : 500
Total: 500 (100 Each)

Individual Awards:

Gromm: 100 LP for Kicking down the Tavern door
Rok: 100 LP for stopping the windling

Game Synopsis:

After defeating the slavers, the party returns to Eidolon and helps the slaves get settled. Thovar and Galea sell the equipment gained from the slavers. Daku-wan spends most of the time on bed rest, having been seriously injured during the attack on the slavers. Braxis wiled most of his days carousing and gambling. Rok comes across a traveling merchant named Trevallus Delgouse from Travar who was willing to purchase the death cheat blood charm. He invites the party to dinner, where only Braxis and Rok agree to attend. Tianna decides to meditate on her talents while the party rests and Rok seeks training. There is some contention as to whose money Rok is using to train and throws down the While spending the weeks healing and training, the group discovers the journal stolen from their room.

Returning to Blood Wood, the party is attacked by Kalourin’s men. The party is once again out matched and the fight goes badly. Blood Elves of another house help the Last Circle to escape and inform them that Takarsis was exiled from Blood Woods. They give Rok the package of Blood Ivy to take to Heirmon and disappear back into the Blood Woods. With nothing left in the Blood Woods, The party decides to head back to Haven and finish the quest.

Legend Points Awarded

Group:

Game Synopsis:

While healing, the party is surprised to see a familiar face. Netherwind, who fell in Parlainth, strides into the village looking for the Last Circle. With reinforcements, part once again descend into the the old Kaer. It is not long before they encounter The Mist again; the party work together this time and are able to defeat The Mist and free the village from its curse. With the curse lifted, the villagers head to the shrine of Garland, and age the closer they get. Upon arriving at the shrine, each villager turns to dust and are granted the eternal peace of death. The party discovers Kalorin’s symbol painted in the Kaer in Blood and a large number of items and silver. Having not been paid in so long, the party descends upon the loot like bandits.

The party leaves the now abandoned village and chase down the slaver and his men. After several days of pursuit, the party finds the slavers camped in a low ravine near the Serpent. In a concerted attack, the party is able to defeat the slavers; Netherwind uses his Ethereal Darkness to devastating effect while Tianna casts Ice Sheet on the ground. Rok, Grom, Daku wan, and Braxis attack the unprepared slavers while Thovar makes for Faegi Kull. Mortally wounding the slave leader, Faegis brings the tent down on Thovar and makes his escape. Searching the camp, the party finds most of their belongings in tact. The also find a journal revealing Kalourin’s pact with Faegis Kull and The Mist. Resting a night in camp and eating the slavers food, the Last Circle decide to take the slaves to Eidolon.

Individual Awards:

Game Synopsis:

Awaking sometime later, the party finds themselves discarded in a hole in the ground. The group discovers that Jouve died in the slavers attack. Exiting the whole the party finds themselves in a village surrounded by an unnatural mist. Journeying into the mist proved ineffective, as the Mist proved confusing and the party found themselves walking back into the village. In the village, they meet Gromm, an ork warrior, also captured by the slavers. Speaking to the villager’s prove useless as they appear as gaunt shells of their former lives. They speak of ‘Him’ who will not let them go, but choose to speak no more of it.

Thovar and Tianna, fallowing the party’s travel trail, discover the burnt remains of the caravan. A ways away, Tianna discovers a medallion that survived the attack relatively unscathed. Upon entering blood wood, the duo meet with Kalourin who directs them to the party. Traveling south, the two cross the river near the town of Eidolon. The receive the same cold greeting at Lomar’s tower as the rest of the Last Circle. The are given direction to the village Akarem and while searching for it they wander into the mist. Unable to see far, the two encounter one of the villagers and attack her, thinking she is horror marked. Thovar seriously injure the girl and hastily move away from the girl. The two seem to confuse their directions and end up running into the girl who is waiting for them with open arms; she appears oblivious to the gash in her head or the blood running into her eye. Running in fear, Thovar and Tianna stumble into the village, Akarem, and encounter the other members of the Last Circle.

Searching the village, proves disappointing. Braxis dances with a ghost to free her from her imprisonment. The group finds some old poor armor. Finally descending into the old kaer, the Last Circle encounter the horror known as ‘The Mist’ and are easily defeated by it. They are forced to retreat and rethink their plan before attacking the horror.

Legend Points Awarded

Group:

Individual Awards:

Game Synopsis:

Leaving The Midland Trading Post behind, the Last Circle continues their journey towards Blood Woods. After a number of days travel, the party investigates smoke they see in the distance. They soon discover the burnt out remains of a traveling caravan. Bodies litter the ground as guards and horses alike were charred and rent. The stench is overpowering as Rok and Daku-wan scrounge for the melted silver on the road. Although not much is salvageable, they scrounge what they can turn back to the journey towards Blood Wood.

Arriving at the Blood Woods the party meets Blood Warder Kalourin who entertains the party until Takarsis is able to meet with them. Takarsis asks the party to investigate rumors of Theran slavers near Blood Wood while he acquires the Blood Ivy as payment for Heirmon. Takarsis sends his knight, Jouve, to assist the the Last Circle in this endeavor.

Travelling south from Blood Wood, the party spots espagra and coerce Jouve to participate in their ritual of mettle, to kill an espagra in single combat. Much to everyone’s surprise, Jouve was able to kill an espagra, proving the deadly nature of Blood Elves. After crossing the Serpent River the party learns more of the slavers at Lomar’s tower. Increasing the pace, the party travels southwards in hopes of overtaking the slavers. In their rush, the party falls victim to the slaver’s ambush. Out flanked and overwhelmed, the party puts up a valiant effort but is defeated by the slavers.

Individual Awards:

Game Synopsis:

After a narrow escape from Parlainth, the Last Circle leaves to deliver the package to Blood Wood. A couple of days outside of Haven, they group is assailed by bandits. Charging into the battle, the warriors leave Tianna unprotected. The bandit leader, Segora, manages to capture Tianna and holds her life as barter for Heirmon’s package. Resigned to defeat, the party agrees and Segora absconds with the package. Finding one bandits still alive named Kapretes, the party extracts the location of the bandits’ camp. A daring raid results in the party reacquiring the package, but the person that they slaughter in his sleep is not Segora. Having reacquired the package the party heads west.

Half way between Haven and Blood Wood, the Last Circle arrives at the Midland Trading Post. Daku-wan exchanges barbs with an ork guard and the hot headed ork challenges the windling to combat. Much to everyone’s surprise, the windling beats the ork and the other guards leer at the party while helping their comrade. Kapretes is not allowed into Midland and Thovar decides to stay outside to watch him.

During the night, the orks exact their revenge and attack Daku-wan and Rok in their sleep. The attempt goes badly, but one manages to grab Heirmon’s package and leap to the ground in safety. Tianna keeps some orks busy with an Ice Sheet spell, while Rok pummels the rest. Daku-wan follows the ork with the package until, in an effort to loose his attacker, the ork throws it over the wooden wall. Daku-wan, Thovar, and Kapretes search through mid-morning until they find the box. Deciding to leave before another attack is made, the party leaves except for Tiana and Thovar, who hunt for clues about their attacker. After a couple days, Thovar discovers that the person who hired the orks matches Segora description. The two quickly leave to inform the party of what they find.